In The Arcane Relics™, you are cast into the land of Terradim – a land full of wonder, mystery, & great danger. Assume the role of any type of character you wish in this wacky fantasy-medieval sandbox experience, featuring 4-player split-screen mayhem!

The game features strategic combat where hits can be placed on specific limbs, crippling them, and characters are limited in action via stamina. Armor pieces also slow down the wearer and only protect the limbs that they cover.

The end goal of this project is to make a dynamic fantasy sandbox with hand-crafted environments emphasizing co-op. Of course, the game will be playable in single player as well. The game is currently in a pre-alpha state, very early on, but playable.

Howdy! We’ve been working away, despite the holiday (Thanksgiving). To say the least, we ate hearty. Besides stuffing our faces, here’s what we’ve accomplished during the month of November:

HARBOR PROGRESS

Continuing work on the West Trading Harbor (working title), it has since improved. Previously, what was shown in the screenshots of October’s Progress was about the extent of what was the harbor. Now looking the other way, the area is contained! The buildings are obviously placeholder and the scene is still WIP.

LIGHTHOUSE (IN HARBOR)

(Night and day.)

This is the Harbor Lighthouse (WIP), spoils of continuing work on the harbor. In the gifs above, you can also see more of the harbor, at a distance.

CRIMINAL HUNT ENCOUNTER

(“It’s all over law breaker!”)

Jon has continued working on encounters, particularly with guards reacting to crime. Now, when someone is detected committing a crime (in a scene with a garrison), a bell will toll and guards will start to appear!

MISC. GOODIES & BUG FIX

New cursor graphic:

Fixed: water now has refractions again! Thus, fixing some of the shader issues from one of the Unity updates.

Adjusted/increased radgoll forces from weapon hits.

We’ve been working on supporting lower shader LODs, so the game can run on a wider variety of platforms. Here’s a preview:

We are still encountering the issue of our player’s falling/passing through certain colliders and have linked it to using Unity’s CharacterControllers… Jon has tested a preliminary Rigidbody motor and found no issues with passing through colliders, as of yet. We may have to switch over to this “Rigidbody motor” in the near future.

For some good news, we can now build the game again! For a while there, we had lost the ability to build the game, due to build errors, after one of the Unity updates and the many changes we’d made. So now we can actually start really testing this version of the game properly.

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I Love this game man,I Just got done playing the demo with a friend and he enjoyed it as well.In its current state its a little wonky and wild but it was quite enjoyable.The whole aspect of sitting down with friends and playing this is glorious.The potential is quite abundant here,It would be even cooler if there were to be mods for it.

We don't mind suggestions. At this point, we plan to keep adding things from our backlog, but we are a small team so time encourages us to prioritize certain tasks/features. Someday, we hope to get many of these done. :) Dragons, for example, will probably be quite a while before getting in, a lower priority. We are working towards having some things moddable, but it's a slow process for us... We're learning as we go. :D